Fallout 4

Fallout 4

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sacredchao Feb 27, 2016 @ 4:20pm
What are companions worth?
Ever so slightly spoilery.
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So I just worked out what bugs me about the companions in Fallout 4. They have no agenda of their own. These people (and dogs and robots) existed in the world before you appeared and most have things that drive them, often quite deeply. But when they become your companion, they just trail around behind you.

I wound up with Piper as a companion. She's deeply driven by a sense of outrage at injustice, to the point of being prepared to make her own life within the community that she cares about hugely uncomfortable. She cares about and is worried about her little sister. She worked HARD before I turned up. So we develop a relationship to the point of romance. When I have a relationship that close with someone, I expect reciprocity. I expect to care about and support the needs and wants of my partner. Piper opened up to me about her sister and her deep concerns for her. She's incredibly suspicious of the mayor. There's a whole pile of stuff she wants to get done. Sure, she knows what drives me, but doesn't she want my support as well? With all the factions available, isn't the faction of me and mine an option? If your character falls in love, that should be hugely important to you.

So I find myself wanting companion based quests. I want to storm the Institute to take down the mayor and the force behind him. I want to be a Commonwealth Prometheus and steal their technology for everyone in the Wasteland because Piper found out about it and just cannot live with the staggering inequality of it. I want to be Piper's sidekick sometimes, helping her ferret out clues and piece together what's really going on and maybe fomenting discord within the Institute. I want to help her little sister find a passion that won't put her in harm's way but which will give her a place in a new Commonwealth that uses the Institute's tech. And I'm damn sure every companion could easily have a similar drive and need. I want that point of falling in love with a companion to be the start of the development of a relationship with them, not the end of it. There's a huge potential that's just hinted at with the companions in Fallout. When your lover becomes your partner in crime and your inspiration and your real reason to take on the things which make the Wasteland such a horrible place, especially when you discover that your own quest has well and truly gone past its use by date. When that happens, why wouldn't you be 100% behind your partner?
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Showing 1-14 of 14 comments
Yhwach Feb 27, 2016 @ 4:23pm 
Literally nothing besides a sad story, and a perk.
I still find Full Affinity deacon to be the best, and the saddest story.
frogprincess_q4 Feb 27, 2016 @ 4:26pm 
A few of the companions do have personal quests, but not enough of them, I agree. I have done personal quests for Nick, MacCready and Cait. Danse has one too, I believe, but I have never gone far enough with the Brotherhood to unlock him.

Perhaps when CK comes out some enterprising modder will find that other companion quests are sitting there, sufficiently complete to resurrect them.
Serious Ludd Feb 27, 2016 @ 4:27pm 
Companions are great indeed, and yes, i would love more quests with them and more interactions.
Hancock and Valentine are my favorites, but i guess it can be also pretty fun to have Codsworth doing more stuff in your settlements...

But yes indeed, i was a bit disappointed with the relationship system. It's like nobody "really" love you at first. Why ? The meeting conditions should play a large role. Why Codsworth seems to "hate" you at first ? ( Or a least, seems to be strongly dissapointed )
Last edited by Serious Ludd; Feb 27, 2016 @ 4:28pm
frogprincess_q4 Feb 27, 2016 @ 4:30pm 
I felt very disappointed, when I first found out the fate of my character's son that she couldn't talk to her companions about it. Not even her romanced companion.

Curie has a personal quest too, I just remembered.
Strauss Feb 27, 2016 @ 4:31pm 
Until i got max strong back perk, they have only 1 use, extra storage space.
Once i maxed the perk, the preferred become lone wanderer.
I mostly build a sneak/sniper character, most of the time companion ruin everything which made me want to blow their head.
Setä Striker Feb 27, 2016 @ 4:31pm 
I'm just waiting for the G.E.C.K./Creation Kit, so people are then able to do custom followers/companions. :bandit:
p30pl3h4t3m3 Feb 27, 2016 @ 4:32pm 
1000 caps at the next slavetrader
ChemicalBacon Feb 27, 2016 @ 4:58pm 
IMHO:
Hancock: interesting story, terrible perk, can be done quickly
Piper: good one liners but medicore perk and story
Danse: good story and a firm build up, probably one of the best perks in the game
Deacon: one of the most interesting stories, decent perk (but core if using stealth)
Codsworth: "meh" perk and storyline
Curie: almost no story, decent perk but it falls off quickly in the later stages
Cait: boring story, situational perk
Strong: no story at all, highly situational perk
Preston: a bit of story thats integral to the world and history, a low impact but always useful perk
MacCreedy: no real story, one of the best perks in the game
X6-88: almost no story, really solid late game perk

I don't think I missed anyone.

The followers worth talking to in my opinion are Danse, Deacon and Preston for storyline
The followers worth talking to in my opinion are Danse, X6-88, MacCreedy for perks
Zxzxx Feb 27, 2016 @ 5:01pm 
Originally posted by Chemicalbacon:
IMHO:
Hancock: interesting story, terrible perk, can be done quickly
Piper: good one liners but medicore perk and story
Danse: good story and a firm build up, probably one of the best perks in the game
Deacon: one of the most interesting stories, decent perk (but core if using stealth)
Codsworth: "meh" perk and storyline
Curie: almost no story, decent perk but it falls off quickly in the later stages
Cait: boring story, situational perk
Strong: no story at all, highly situational perk
Preston: a bit of story thats integral to the world and history, a low impact but always useful perk
MacCreedy: no real story, one of the best perks in the game
X6-88: almost no story, really solid late game perk

I don't think I missed anyone.

The followers worth talking to in my opinion are Danse, Deacon and Preston for storyline
The followers worth talking to in my opinion are Danse, X6-88, MacCreedy for perks
k
Honor Guard Feb 27, 2016 @ 5:13pm 
Originally posted by Chemicalbacon:
IMHO:
Hancock: interesting story, terrible perk, can be done quickly
Piper: good one liners but medicore perk and story
Danse: good story and a firm build up, probably one of the best perks in the game
Deacon: one of the most interesting stories, decent perk (but core if using stealth)
Codsworth: "meh" perk and storyline
Curie: almost no story, decent perk but it falls off quickly in the later stages
Cait: boring story, situational perk
Strong: no story at all, highly situational perk
Preston: a bit of story thats integral to the world and history, a low impact but always useful perk
MacCreedy: no real story, one of the best perks in the game
X6-88: almost no story, really solid late game perk

I don't think I missed anyone.

The followers worth talking to in my opinion are Danse, Deacon and Preston for storyline
The followers worth talking to in my opinion are Danse, X6-88, MacCreedy for perks
dogmeat with his 2 perks you must get

edity edit Maccreedy does have a story,just rather tied to FO3
Last edited by Honor Guard; Feb 27, 2016 @ 5:16pm
ChemicalBacon Feb 27, 2016 @ 5:15pm 
Originally posted by -=GHS=- Honor Guard:
Originally posted by Chemicalbacon:
IMHO:
Hancock: interesting story, terrible perk, can be done quickly
Piper: good one liners but medicore perk and story
Danse: good story and a firm build up, probably one of the best perks in the game
Deacon: one of the most interesting stories, decent perk (but core if using stealth)
Codsworth: "meh" perk and storyline
Curie: almost no story, decent perk but it falls off quickly in the later stages
Cait: boring story, situational perk
Strong: no story at all, highly situational perk
Preston: a bit of story thats integral to the world and history, a low impact but always useful perk
MacCreedy: no real story, one of the best perks in the game
X6-88: almost no story, really solid late game perk

I don't think I missed anyone.

The followers worth talking to in my opinion are Danse, Deacon and Preston for storyline
The followers worth talking to in my opinion are Danse, X6-88, MacCreedy for perks
dogmeat with his 2 perks you must get
Those are differant, the player specs into them, not earns them.
Gamefever Feb 27, 2016 @ 7:00pm 
Well until there is a place to sell them like in Fallout 3, I really cant tell you how much companions are worth but hey

"Mods will Fix It!"
Hobo Misanthropus Feb 27, 2016 @ 7:04pm 
Yet they all somehow managed to be better than New Vegas's companions. Except Curie, who I assume is only in Fallout 4 as part of Chris Hanson's "To Catch a Predetor" series.
I kinda wish that all the companions had a quest tied to them after you gain them as a companion. And I wish Dogmeat had a perk aswell.
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Date Posted: Feb 27, 2016 @ 4:20pm
Posts: 14